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    Default Subsurface scattering tutorials..


    Does anyone have any links for the average artist for subsurface scattering?
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    Jeremy's Avatar
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      This one would get through the basics, I think lamrug has a decent one as well.

      http://http://forums.cgsociety.org/showthread.php?t=214189
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        Quote:
        Originally Posted by Jeremy View Post
        This one would get through the basics, I think lamrug has a decent one as well.

        http://http://forums.cgsociety.org/showthread.php?t=214189
        Thanks! It's ironic that this is the very shader that I'm going to try and implement myself. At least this will tell me what all the attributes do.

        You will ask, why am I reimplementing a shader already written? Easy. Control. I need to output to several framebuffers, and I want to see if I can make a lightmap independent shader. We've found that the use of lightmaps seems to slow the renders down a lot. Anyway, this is an on-going research for me.

        -M
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          Hi

          More Info
          http://www.zbrushcentral.com/zbc/sho...an+skin+shader
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            Quote:
            Originally Posted by miguelito08 View Post
            Basically looks like the MR SSS Fast shader. It's a phenomena where the base shader actually has only 2 inputs. I'm going to try a different approach that steers away from required light maps. Eventually we'll run speed tests and such. I'm a long way from actual implementation as other priorities have cropped up, but I'll keep this thread up to date as I start to come up with realworld data.

            Oh, and thanks for the link!

            -M
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            Jefferoo's Avatar
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              That zbrushcentral tutorial was very neat, thank you. Bookmarked for future reference whenever I finally get around to that point.
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                I'm working on a piece, and researching this myself:
                (thx so much for the ZB link BTW)
                Currently this is my pool of resources:

                Centered around 3DS Max's Mental Ray SSS Fast Skin Shader
                http://www.3dtotal.com/team/Tutorial...human_skin.asp

                Alex Alvarez has a REALLY good one:
                http://gnomonology.com/group/15

                Very interesting forum that answers many of the finer nuances (and I believe the guy who wrote Mental Ray frequents that forum):
                http://www.lamrug.org/

                Notably this PDF:
                http://www.lamrug.org/resources/doc/...n-tutorial.pdf



                Something I would suggest trying out, is starting out with a simple sphere, and putting EVERY variable to either Black or 0mm.

                Then just build up every layer individually so you get a better sense of what each layer does, and how it reacts.

                (I've spent the better part of this last week working on it with my old dude, and it's still not together for me )
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                  I was actually talking about implementing the shader with source code.


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